This my online portfolio. I am a full-time 3D Artist at Cheyenne Mountain Entertainment! Thanks for coming!

Feel free to contact me about anything:
RC Torres
aresee@gmail.com
830.968.9910

 

click here to download my resume in .rtf format

professional profile

Professional 2D and 3D artist strongly capable of producing high quality artwork for the game industry, while adhering to and maximizing constraints due to such factors as time, polygon count, and texture file sizes.

computer experience

3DS Max
Maya
Photoshop
Painter

Deep Paint 3D
Unreal Ed
ZBrush
Microsoft Office

skills

- Model assets and characters at various levels of detail, as well as UVW texture setups and organized rigs for animation
- Able to create a variety of textures for architectural, mechanical, and organic surfaces, using a variety of techniques and applications
- Draft conceptual artwork quickly and sketch out ideas thoroughly
- Ability and willingness to learn and develop new tools and workflow techniques
- Adapt to numerous different visual styles and attention to detail
- Passionate about games and creating art

experience

Freelance, Chris Gabrish, Professional Garage-Kit Sculptor, February 2006

 
 

Conceptual artwork for unannounced garage-kit

Freelance, Longbow Studios, November 2005
UV layouts, some low poly modeling, and hand-painted textures for unannounced project.

The Art Institute of Phoenix, Tutor April 2005 - Present
Tutored other students in 3DS Max and Maya for modeling, animation, texturing and lighting.

"Anther" Project
Worked on a three-person team to design and create assets to export into Unreal Tournament 2003.
- Level Designer for two sectors of a four-sector research facility in a jungle setting.

 
 

- Environment Artist, created exterior architecture for the facility, populated the level with my own assets as well as other team members' assets. Also created tileable and clamped textures used throughout the exterior and interior of the facility and responsible for organic environment surrounding the facility.
Tools - 3DS Max, Photoshop, UnrealEd


affiliations

 
 

SGDA - Student Game Developer's Association, Co-Coordinator
Organized meetings and presented a series of tutorials to group members

 

 

--Efficient Character Modeling Techniques

 

--Introduction to Normal Mapping

--Beginner's Guide to ZBrush

IGDA - International Game Developer's Association, Member

--High Resolution Character Modeling for Next-Gen Games, co-presentation with Adam Mechtley, Character TD at Rainbow Studios and Coordinator of IGDA Phoenix Chapter

education

The Art Institute of Phoenix, Bachelor of Arts, Game Art and Design October 2002-September 2005

 

references

Jake Johnson, Retro Studios, 623-256-2543, Colleague

Chris Gabrish, Rainbow Studios, 602-217-8131, Colleague
Steve Swink, Flashbang Studios, LLC, 818.749.6540, Former Instructor

John Longenbaugh, Longbow Studios, 602-920-2541, Former Instructor